obs-StreamFX/data/examples/shaders/source/shadertoy-3tlXWS.effect
Michael Fabian 'Xaymar' Dirks 7532eae39f project: Apply Coding Guidelines
2021-09-07 03:14:29 +02:00

146 lines
3 KiB
Text

// https://www.shadertoy.com/view/3tlXWS
// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
>;
// Provided by Stream Effects
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
// ---------- Shader Code
// HLSL conformity
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define FALLOFF_START 1.0
#define DECAY_START 0.1
#define DECAY 1.0
#define GRIDW 0.02
#define GRID_R 0.672443156957688
#define GRID_G 0.0103298230296269
#define GRID_B 0.246201326707835
#define FALLOFF_GRID 0.75
//#define GRID_R 0.0544802764424424
//#define GRID_G 0.0
//#define GRID_B 0.0761853814813079
float sRGB(float x) {
if (x <= 0.00031308)
return 12.92 * x;
else
return 1.055*pow(x,(1.0 / 2.4) ) - 0.055;
}
float saw(float t) {
return t - floor(t);
}
float tri(float t) {
return 2.0 * abs(t - floor(t + 0.5));
}
float grid(vec2 pix, float t) {
float d = t + (pix.y / 30.0) + sin(pix.x * 500.0);
float distortion = (sin(d * 400.0) + (sin(d * 600.0) / 2.0) + (sin(d * 800.0) / 3.0)) / 4.0;
//float w = max(0.0, tri((pix.x + distortion) / 8.0) - (1.0 - GRIDW)) / GRIDW;
//float h = max(0.0, tri((pix.y + distortion) / 8.0) - (1.0 - GRIDW)) / GRIDW;
float w = tri((pix.x + distortion) / 50.0);
float h = tri((pix.y + distortion) / 50.0);
float power = 1.0 + 0.25 * tri(pix.y / 50.0 + t / 6.0);
float falloff = power * FALLOFF_GRID;
float dist = min(w, h) * 25.0;
//return min(power, max(w, h)
return min(power, power * (falloff * falloff) / (dist * dist));
//return w;
}
float electron_beam(vec2 pix, float t) {
float iTime = Time.x;
float beam_x = (cos(t * 1.0) * 250.0 + 1.0) / 2.0;
float beam_y = (sin(t * 10.0 / 9.0) * 200.0 + 1.0) / 2.0;
float dist = distance(pix, vec2(beam_x, beam_y));
float power = 1.0 - (min(iTime - t, DECAY) / DECAY);
float falloff = power * FALLOFF_START;
return min(power, power * (falloff * falloff) / (dist * dist));
}
struct VertFragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertFragData VSDefault(VertFragData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float4 PSDefault(VertFragData vtx) : TARGET {
float iTime = Time.x;
vec2 center = ViewSize.xy / 2.0;
float scale = 512.0 / ViewSize.x;
vec2 uv = (vtx.uv * ViewSize.xy - center) * scale;
float beam = 0.0;
float t = 0.0;
for (int i = 0; i < 100; i++) {
beam += electron_beam(uv, iTime - t);
t += 0.01;
}
vec2 uv_r = uv - vec2(sin(iTime / 5.0 + uv.y / 100.0) * 2.0, sin(uv.x / 75.0 + iTime / 8.0));
vec2 uv_g = uv;
vec2 uv_b = uv + vec2(sin(iTime / 4.0 + uv.y / 100.0) * 2.0, cos(uv.x / 50.0 + iTime / 4.0));
float grid_r = grid(uv_r, iTime) * GRID_R;
float grid_g = grid(uv_g, iTime - 0.1) * GRID_G;
float grid_b = grid(uv_b, iTime + 0.1) * GRID_B;
vec3 grid_col = vec3(sRGB(grid_r), sRGB(grid_g), sRGB(grid_b));
vec3 beam_col = vec3(sRGB(beam * 0.25), sRGB(beam), sRGB(beam));
return vec4(grid_col + beam_col, 1.0);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}